逆・てるてるマウスforked from: Rain
俺のまわりだけ雨降ってる
/**
* Copyright undo ( http://wonderfl.net/user/undo )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/AfJ0
*/
// forked from undo's Rain
package
{
import flash.display.*;
import flash.events.Event;
[SWF(frameRate=60)]
public class ASTest extends Sprite
{
private const NUM_RAIN:int = 1;
public function ASTest()
{
addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(evt:Event = null):void
{
removeEventListener(Event.ADDED_TO_STAGE, init);
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;
addEventListener(Event.ENTER_FRAME, onEnter);
}
private function onEnter(evt:Event):void
{
for(var i:int = 0; i < NUM_RAIN; i++)
{
new Rain(this, stage.mouseX + Math.random()*100-50, stage.mouseY + Math.random()*50-25, 0xaaaaee);
}
}
}
}
import flash.display.DisplayObjectContainer;
import flash.display.Sprite;
import flash.events.Event;
import flash.geom.Point;
class Rain extends Sprite
{
private const SPEED:Number = 200; //雨が1フレームに落ちる距離 pix
private const INTERVAL_RATIO:Number = 0.1; //次のフレームと現在のフレームでどの程度雨の線が寸断されるか
private const CIRCLE_DEF_RADIUS:Number = 10; //波紋の初期半径
private const W_LEVEL:Number = 10; //波紋が何フレーム残るか
private const DIP:Number = 1/4; //地面に対しどれくらいの角度で雨を眺めているか 1なら地面に垂直 0なら水平
private var _container:DisplayObjectContainer;
private var _radian:Number = (Math.PI - Math.random()*Math.PI*2)/30;
private var _color:uint;
private var _height:Number;
private var _frame:int;
private var _offset:Number = Math.random()*SPEED;
private var _point:Point;
private var _hitCircle:Sprite;
public function Rain(container:DisplayObjectContainer, x:Number = 0, y:Number = 0, color:uint = 0x888888)
{
this.x = x;
this.y = y;
this._color = color;
this._container = container;
_container.addChild(this);
init();
}
private function init():void
{
_height = y;
_frame = Math.floor(_height/100)+1;
_point = new Point(Math.sin(_radian)*(SPEED*_frame+_offset), -Math.cos(_radian)*(SPEED*_frame+_offset));
_hitCircle = addChild(new Sprite()) as Sprite;
addEventListener(Event.ENTER_FRAME, onEnter);
}
private function onEnter(evt:Event):void
{
this.graphics.clear();
this.graphics.lineStyle(1,_color);
this.graphics.moveTo(_point.x, _point.y);
if(_frame == 0)
{
this.graphics.lineTo(0,0);
_hitCircle.graphics.lineStyle(1,_color);
_hitCircle.graphics.drawCircle(0,0,CIRCLE_DEF_RADIUS);
_hitCircle.scaleY = _hitCircle.scaleX*DIP;
removeEventListener(Event.ENTER_FRAME, onEnter);
addEventListener(Event.ENTER_FRAME, circle);
return;
}
_frame --;
_point.x = Math.sin(_radian)*(SPEED*(_frame+INTERVAL_RATIO)+_offset);
_point.y = -Math.cos(_radian)*(SPEED*(_frame+INTERVAL_RATIO)+_offset);
this.graphics.lineTo(_point.x, _point.y);
_point.x = Math.sin(_radian)*(SPEED*_frame+_offset);
_point.y = -Math.cos(_radian)*(SPEED*_frame+_offset);
}
private function circle(evt:Event):void
{
this.graphics.clear();
_frame++;
_hitCircle.scaleX += 0.2;
_hitCircle.scaleY = _hitCircle.scaleX*DIP;
_hitCircle.alpha = (W_LEVEL-_frame)/W_LEVEL;
if(_frame >= W_LEVEL)
{
removeEventListener(Event.ENTER_FRAME, circle);
_container.removeChild(this);
}
}
}